ok thank you for your feedback.
How does the engine knows uv_MainTex and uv_LightMap are the same ?
what is the convention for the uvX_Y naming?
Can’t find it in the documentation…
It’s in the first paragraph of the Surface Shader Input Structure section on this page. Basically “uvXY” where “X” is nothing or “2”, and Y is the name of the texture to pull the scaling and tiling from.
oopss … missed that …
Is there a plan at Unity to include more than 2 Uv sets ?
The vertex color trick can be used (even if I have no idea, at this time how I would do this) but it would be great for straightforward different UV for the normal map.
I don’t believe there’s an actual plan to include more UV sets. It’s been on the “maybe in the future” list for a few years, but I think Aras has yet to hear a compelling argument for prioritizing more than two UV sets.
So we are still stuck into that 2 uvset limitation ?
I’ve found an issue into the standard shader with misorientation of nomalmaps of the detailed one, if the uv set orientation of UV island are not the same from UVset0 and 1.